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Messages - Snap006

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-11 19:20:35 »
I thought Yuffie was overpowered in 1.35. She was quick, could hit hard either physically or magically, plus she made up for her lack of vitality by being a back row character.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-10 22:30:31 »
Just watched your youtube video of the 1.4 Rufus battle. Is that the music from NFL Gameday?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-08 14:59:41 »
I have more of a technical question. What are your limitations when modding? Like for example, adding another playable character besides the original nine, or adding an unlimited amount of new monsters or materia. I know on the PSX side you're limited to the size of the iso. Does the same principle apply for the PC version?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-07 19:58:27 »
What about adding two more X-ATM fights, one for rescuing Jessie and one for rescuing Biggs, and do away with the timer all together? It could be explained by a remote detonation.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-07 19:23:51 »
What about adding more time on the clock?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-07 18:39:25 »
I was reading about the Biggs scene. They should've left that in. Would've made the whole 10 minute escape more challenging.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-07 17:52:57 »
I didn't realize that. Is there any other deleted content that is only in the PSX?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-07 13:31:33 »
Okay, so on the suggestion of my friend I just looked up what toss my salad means and I may have made a horrible mistake with that attack name :l

Lol. Kudos to your friend. BTW since you're adding in deleted scenes, do you plan on adding all the additional Honey Bee Inn content?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-04 15:22:14 »
Safer was a bit easier because he appears after Bizarro with no save point/menu prep but for the new build I'm going to try something there, hopefully it works out and we can have a more climactic showdown to round things off.

As for Mystile & Goblin, I can't remember giving them that as a steal unless it's their rare steal? I'd better double-check all the distribution of the end-game armours, etc. in any case.

Cait Sith doesn't have his own specific end-game armour so I set him to be able to use any of the other 8 character's armour. He can't use either of the gender-specific armours though (Escort Bangle or Minerva Armlet). On that note, how do people feel about character-specific armour? Should I just unlock them all again so anyone can use them?

I stole a Mystile from a Goblin yesterday. I love the idea of character specific armor. How about giving a piece of Genji Equipment from Gilgamesh?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-03 02:37:22 »
Found some bugs. One is on the Carry Armor type boss in the dark cave. If you use Quad Ultima + Ultima MP Absorb the game hangs. Also, after I get the sector 5 key, I'm teleported to the north cave and after the dialog the game hangs. I can't get passed that point.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-31 18:37:57 »
I found a bug. In the dark cave when you find Vincent he doesn't disappear after rejoining the party. If you exit the area return and talk to him the game freezes after the dialog.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-30 14:15:34 »
Playing the dark cave and love it. Ever thought about adding a quest in the future, that would split your party and let you use all members like the phoenix cave in ff6? It makes mastering materia and saving armor important throughout the game.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-29 18:53:07 »
That is pretty unfortunate, considering what that rare steal actually is.

So the better item is the normal steal?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-29 15:06:32 »
That should be correct; I based it on the problematic Vagyrisk Claw steal from the vanilla game: http://finalfantasy.wikia.com/wiki/Bagrisk
The idea was that rare steals were to just be an occasional bonus that could pop up from time to time, with everything being available later on anyway. I've had to review that for bosses though, because there's people who feel compelled to re-attempt for these steals over and over so I've removed the rare steals from them as a kind of intervention :I

The only time I feel compelled to redo bosses SPOILER






was in the dark cave when I stole THE rare item from Tifa then died.




They really need to add a spoiler tags >:(

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-29 08:17:04 »
Does equipping the sneak glove give you a better chance at stealing rare items? If I remember correctly in the vanilla, if you equipped the sneak glove it would be harder to get rare items.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-23 16:36:01 »
I dunno, every fight would need a variable switch added to it and I'm not sure if there's enough to go round. But I could try making a powerpoint or something that has a pic of every monster + stats/location attached to it?

If there are not enough variables, you could maybe just create a boss monster bestiary. Morphing a monster without being able to sense it's HP and it being immune to Gravity makes it extremely difficult.

BTW, what are the batteries for?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-23 13:54:47 »
What are you thoughts about putting a item shop in the battle arena? The items could cost more than a normal shop as a penalty for not having enough items. It sucks if you run out of items and have to lose your battle points if you leave.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-22 18:58:45 »
When 1.4 comes out, can we just run the setup and install it over the version of 3.5 we are running now or will we need a fresh version of FFVII?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-21 15:53:04 »
I'll improve the explanation for SP in the new version. The way it works is that whenever you defeat a boss (in 1.4 this will also include random enemies with a higher level than your party) your characters gain SP. When they have enough SP, they can buy one of 3 sets of sources to improve their stats (increased to 4 sets to choose from in 1.4). This lets you develop each character's stats in different ways. The maximum times you can do this per character is 8 (to stop stats being capped out).

One thing I can think that needs improvement on this is to let us look at our characters stats before we select what set to use. A lot of times I forget to check my stats before hand.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-16 15:15:25 »
I think it's best to focus on the earlier Materia Caves + some of the Battle Square fights before going for the Yellow or Red Cave. Ultima is won from Love Buster, and Quadra Magic is found in the blue cave.

Thanks! I'll go that route.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-16 14:37:55 »
Octo-casting Ultima works quite well :>

I don't have those :(. I was having trouble in the battle arena.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-16 13:48:09 »
I'm stuck on the Mime Materia Cave boss. Any hints on how to defeat it?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-14 16:06:36 »
This may or may not be doable, but the biggest issue I had with the original game was the lack of a wind and water materia. The only way to add those elements to an attack is with summon materia. Usually you'll want those elements on a melee character so equipping a summon materia go gain those elements will weaken your melee characters where as just a normal magic materia wouldn't.

One the flip side, I love how you made Gravity, Sense, and Morph actually usable.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-03 17:43:03 »
Sega Chief I just wanted to tell you a lot of the small things and conversations you added to the game made me laugh. I won't list them because I don't want to give away spoilers.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-11-19 19:13:57 »
Yeah, but your team will likely have reduced MaxHP/MP going forward due to the arcs I've used for this build.

What about offering some HP Plus and MP Plus materia to counter the arcs?

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